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Qbrick808

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  1. http://www.mvpmods.com/index.php?app=downloads&showfile=7932
  2. I don't have Windows 8, so this is just speculation which seems logical... have you tried the Compatibility Mode feature? Right-Click on the program's icon and then click on Properties from the context menu which pops up. Then click on the Compatibility Tab. You'll see an option with a drop-down list to Run this program in compatibility mode for: From that list you should be able to choose Windows 7 or just about any past version of Windows. Once you've set that up, you would try to start the game just as you're used to doing it.
  3. You can set pitches to go up to 127 mph, although they actually top out a bit below that. The funny thing is that when you set things up that way, it doesn't seem to have a ton of impact that's so different from the regular speeds. Batters -- even bad ones -- can smack your 114 mph heater right over the wall, so there must be some element where the program compensates for the difference. One good reason to throw pitches in the 110+ mph range is simply to hear that cool sound of the loud pop when the catcher receives the pitch in his mitt. You can set pitches to go slower also, but not to the same extreme. If you set your changeup to be 50 mph, 30mph or even just 1 mph, you still won't get any pitches to go much slower than about 57 or 58 mph. You can change the break and angle of pitches very drastically. You can make it so that you need to move the left stick as far to the upper right or left corner as it will go while aiming in order to get a pitch any where near the strike zone. You need to do some significant tinkering with those settings to figure out what you're looking for. The one thing about messing with the pitches in this way is that it doesn't just apply to you, but to the CPU pitchers as well. If you make it so that a certain pitch flies in a wild fashion towards the plate with tons of movement changing direction more than once during its flight, you may be able to learn how to use the pitch effectively in time, but as soon as you change those settings, any pitcher you oppose will have the same action when he throws that pitch, and it seems that the CPU knows how to make those kinds of pitches work properly right away... you can see some funky movement on pitches being delivered to you while hitting.
  4. Yeah... I forgot that there's one other step. Make copies of the files stadium_intervals_nym.iff and stadium_intervals_nym.cdf. Rename them stadium_intervals_als.iff and stadium_intervals_als.cdf. That should make those darkened areas of the stadium look normal.
  5. Make a copy of stadium_nym.iff and rename it stadium_als.iff. Then paste the newly named stadium over the current one (in the same location).
  6. No problem at all. That's what this site is all about.
  7. The fielding cap is just a way I referred to it for clarity. You don't deal with that in the roster editor. There are ways for you to manually insert that dds file into the lad uniform file, but if you download the uniform from this site, that shouldn't be necessary. If you get the uniform.iff files from this download, everything should be all done for you.
  8. If you Imported the Color List Text File with Ty's editor, the color for the entire batting helmet would be the appropriate blue (Hex 52E6D). The Dodgers' fielding cap in the uniform file is also fully blue with a Hex value of 52E6D. For example, in uniform_lad_away.iff, texture #11 (the cap) should be this image below, and in Ty's editor all three pieces of the helmet should be Team Color 1 which is defined as 52E6D: lad 11.dds
  9. It's already loaded into slot 0.05 of world_series.iff, so you don't need to do anything with it.
  10. It's already loaded into slot 0.05 of world_series.iff, so you don't need to do anything with it.
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